“Every theme has elements in it that appeal to different people. It’s your job as a designer to find these elements.”
Getting players invested in your game’s theme:
http://oakleafgames.wordpress.com/2014/10/08/choosing-a-game-idea
Why marketing your game should begin as you design it:
http://boardgamegeek.com/blogpost/34663/how-build-game-7-want-kickstart-your-game-marketin
How to go about cutting from your design:
http://boardgamegeek.com/blogpost/34638/how-build-game-11-cut-cut-cutfind-base-game
Australian playtesting events for October 2014:
http://www.reddit.com/r/tabletopgamedesign/comments/2ii18e/australian_playtest_events_october/
The theme for the October 2014 24-hour game design contest is “pumpkin”:
http://boardgamegeek.com/thread/1248370/24-hour-contest-october-2014
Creating tension through the decision-resolution cycle:
http://www.boardgamegeek.com/blogpost/34527/creating-tension-through-decision-resolution-cycle
What do you do when a tester says, “You removed my favorite feature"?
http://hyperbolegames.com/2014/10/06/ignoring-kind-feedback/
Making Kickstarter campaign decisions by asking, “Who does it benefit?”:
http://www.leagueofgamemakers.com/reflection-1-backers-first/
Card games vs. board games: Why some players are turning to smaller card-based games:
http://pulsiphergamedesign.blogspot.com/2014/10/really-small-games-card-version.html
Using reviews to improve your designs:
http://hyperbolegames.com/2014/10/02/using-reviews-to-improve-games/
